AA vs. 2hit units bug

classic Classic list List threaded Threaded
16 messages Options
Reply | Threaded
Open this post in threaded view
|

AA vs. 2hit units bug

Rolf Larsson
Veqryn, we have a problem.

AAbugvs2hit.tsvg

When you load this save and execute the battle, the russian HeavyTank will be hit by ATGuns and get 1 hit, when you continue the battle, you are able to select the HeavyTank once again just giving it a hit.
So the hit from ATGuns prior to the battle does not get recognized. I am pretty sure it is the same for all AAs firing at 2hit units.

From TWW 2.6.2, but it should not matter, loading with just 2.6.1 is fine I think, just smaller changes.
We now have custom dice!
Reply | Threaded
Open this post in threaded view
|

Re: AA vs. 2hit units bug

Zim Xero
This post was updated on .
As I recall in Greyhawk Cataclysm, 2-hit dragon units with both hits remaining, are instantly KO'd from AA fire if it hits them.  I'll double check.


OK here is the order of what happens. (Dragons are 2 hit, Att=6)(Skyknights are Def=4, AA=1d6 one shot overstacking versus Dragons)
'thats the way it is' makes it neither desireable nor inevitable
Reply | Threaded
Open this post in threaded view
|

Re: AA vs. 2hit units bug

Rolf Larsson
seems to work correctly. set them to be non air maybe and check.
We now have custom dice!
Reply | Threaded
Open this post in threaded view
|

Re: AA vs. 2hit units bug

Zim Xero
Results as land units = SAME (it was a lot of work pulling every skynight off carriers to make the game work btw)

My globals here are set to no automatic self-repair, maybe that is significant.
'thats the way it is' makes it neither desireable nor inevitable
Reply | Threaded
Open this post in threaded view
|

Re: AA vs. 2hit units bug

Rolf Larsson
thanks Zim,
that makes this problem much more specific and thereby hopefully easier to solve. When you have a look at the save you will see the problem. I guess it is very obvious, that such a behaviour can not be set by just customizing the xml or in other words, it should not occur with the current engine at all.
We now have custom dice!
Reply | Threaded
Open this post in threaded view
|

Re: AA vs. 2hit units bug

Zim Xero
Sorry i was not specific.  By 'same', I meant that I was getting the same behavior for air units as with land units, so I'm not sure whats causing the TWW problem.  Is it verified?  If your AA is not firing at all, its  probably an xml issue.  If it is really allowing three hits on a unit (1 AA + 2 combat), then sounds like an engine issue.  The only unit difference i see in TWW is that AT gun has two attack rolls and defines its dice sides as 6 for the roll.  Maybe the dice sides is where the bug is.
'thats the way it is' makes it neither desireable nor inevitable
Reply | Threaded
Open this post in threaded view
|

Re: AA vs. 2hit units bug

Veqryn
Administrator
In reply to this post by Rolf Larsson
triplea current behavior is that an AA hit = instant death

rolf, can you please double check using 1.6.1.4 and TWW 2.6.1 using a brand new save?

if you can repeat the situation in a new save [and post it prior to combat phase], i'll take a look and try to fix
Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
Reply | Threaded
Open this post in threaded view
|

Re: AA vs. 2hit units bug

Rolf Larsson
ah instant death

The save is at the end of combatmove, combat not started, the 2.6.2 xml I posted in the tww thread.
Hope this is ok for you to check.
We now have custom dice!
Reply | Threaded
Open this post in threaded view
|

Re: AA vs. 2hit units bug

hepster
The engine seems to behave differently when confronted with this.

Previously when I had designed a 2 hit air unit it automatically destroyed the unit.  However the last time I tested that was back in 1.5-ish version of Triple A.

This situation seems different and is easily repeatable every time.  However instead of the automatic destruction, the A.A. hit is seemingly ignored.
“A man can never have too much red wine, too many books, or too much ammunition”― Rudyard Kipling
Reply | Threaded
Open this post in threaded view
|

Re: AA vs. 2hit units bug

Veqryn
Administrator
This post was updated on .
In reply to this post by Rolf Larsson
I found the problem and fixed it.  
It is being caused only when you have 2 hitpoint units, AA guns that shoot at them, and "Choose AA Casualties", and a successful hit.
The choose AA casualties thing was not set to disallow selection of "damaged" units.

Also, while I was in there, I cleaned up things, abstracted stuff, and got 3 more things out of it besides the bug fix:

1. The battle window will now show the "typeAA" of each unit firing, instead of simply "AA guns fire", it will read "<typeAA> fires".  (so make sure your typeAA is not too long)

2. Custom sounds for custom typeAA.  The sound folder will be "battle_<typeAA>_hit" and "battle_<typeAA>_miss".  The folder has to be all lowercase though, or it won't work on linux.  (typeAA doesn't have to be lowercase, but the sounds folder does!)

3. A new unit attachment property: "damageableAA"

4. I fixed a potential bug that might occur if you had multiple typeAA's targetting the same units.

Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
Reply | Threaded
Open this post in threaded view
|

Re: AA vs. 2hit units bug

Dima
thx Veqryn for fixing the impenetrable Hvy Tank armor
For a sec i thot your a Tiger tank fan and didnt want to see it shot down by some silly AT guns
Why stay and die, when you can retreat and fight a other day when the odds are favorable to you?
Reply | Threaded
Open this post in threaded view
|

Re: AA vs. 2hit units bug

Rolf Larsson
many thanks Veqryn, as usual, fantastic work.

Are those things already included in the new prerelease?
How long means short? Can it be AntiAircraftGun or even BattleshipAntiAircraftGuns?
We now have custom dice!
Reply | Threaded
Open this post in threaded view
|

Re: AA vs. 2hit units bug

Veqryn
Administrator
This post was updated on .
Probably 20 or less, including spaces (and spaces are allowed btw)

and yes, the new prerelease i prereleased yesterday has these changes (and it also contains a change to the game notes that prevents them from using up memory when you don't have the notes tab open)
Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
Reply | Threaded
Open this post in threaded view
|

Re: AA vs. 2hit units bug

hepster
Great work Veq.
“A man can never have too much red wine, too many books, or too much ammunition”― Rudyard Kipling
Reply | Threaded
Open this post in threaded view
|

Re: AA vs. 2hit units bug

RogerCooper
In reply to this post by Veqryn
Veqryn wrote
triplea current behavior is that an AA hit = instant death
You may want to revise that. In AA1914, minefields (working much like AA but against ships) just damage battleships. Of course, the whole "anti-' concept should be generalized.
Reply | Threaded
Open this post in threaded view
|

Re: AA vs. 2hit units bug

hepster
Veqryn wrote
I found the problem and fixed it.
Roger the issue has already been resolved.
“A man can never have too much red wine, too many books, or too much ammunition”― Rudyard Kipling